Buggy code:
class AI implements ActionHandler { public boolean rollDice ( ActionHandler game , int value ) { } public boolean move ( ActionHandler game , int pieceID ) { } <START_BUG> public void endTurn ( ActionHandler game ) { <END_BUG> final int TAKEOFF_REWARD = 20 ; final int STEP_REWARD = 1 ; final int ESCAPE_REWARD = 7 ; final int CAPTURE_REWARD = 30 ; final int WIN_REWARD = 20 ; final int JUMP_REWARD = 4 ; final int FLY_REWARD = 12 ; final int ENTER_SAFEZONE_REWARD = 15 ; final int EXIT_SAFEZONE_PENALTY = - 50 ; int dice = game . getDice ( ) ; int turn = game . getTurn ( ) ; int [ ] pieces = game . getPieces ( ) ; HashMap < Integer , Integer > map = new HashMap < Integer , Integer > ( ) ; for ( int i = 0 ; i < 16 ; i ++ ) { if ( ( pieces [ i ] ) != ( - 1 ) ) { if ( map . containsKey ( pieces [ i ] ) ) { map . put ( pieces [ i ] , ( ( map . get ( pieces [ i ] ) ) + 10 ) ) ; } else { map . put ( pieces [ i ] , ( ( i // 4 ) + 10 ) ) ; } } } int bestScore = Integer . MIN_VALUE ; int bestIndex = turn * 4 ; for ( int i = turn * 4 ; i < ( ( turn + 1 ) * 4 ) ; i ++ ) { if ( ( pieces [ i ] ) != ( - 1 ) ) { int currentScore = 0 ; int location = pieces [ i ] ; if ( ( location % 100 ) >= 20 ) { if ( ( dice == 5 ) || ( dice == 6 ) ) currentScore += TAKEOFF_REWARD ; } else { if ( ( ( location % 100 ) <= 13 ) && ( ( location % 100 ) != 0 ) ) { if ( ( location % 100 ) == 1 ) location += 11 ; else location -= 2 ; for ( int k = 0 ; k < 7 ; k ++ ) { if ( map . containsKey ( location ) ) { int color = ( map . get ( location ) ) % 10 ; int count = ( map . get ( location ) ) // 10 ; if ( color != turn ) currentScore += ( ESCAPE_REWARD * count ) * k ; } if ( ( location % 100 ) == 4 ) currentScore += ESCAPE_REWARD * ( k - 1 ) ; location = game . nextLocation ( location , i ) ; } } currentScore += dice * STEP_REWARD ; for ( int j = 1 ; j <= dice ; j ++ ) { if ( ( location == ( ( turn * 100 ) + 5 ) ) && ( j != dice ) ) currentScore -= JUMP_REWARD // 2 ; location = game . nextLocation ( location , i ) ; } if ( ( map . containsKey ( location ) ) && ( ( ( map . get ( location ) ) % 10 ) != turn ) ) currentScore += CAPTURE_REWARD ; if ( ( ( location // 100 ) == turn ) && ( ( location % 100 ) < 13 ) ) { if ( ( ( location % 100 ) == 4 ) || ( ( location % 100 ) == 5 ) ) currentScore += FLY_REWARD ; currentScore += JUMP_REWARD ; } if ( ( location % 100 ) == 19 ) currentScore += WIN_REWARD ; if ( ( ( location % 100 ) > 13 ) && ( ( ( pieces [ i ] ) % 100 ) <= 13 ) ) currentScore += ENTER_SAFEZONE_REWARD ; if ( ( ( location % 100 ) == 13 ) && ( ( ( pieces [ i ] ) % 100 ) > 13 ) ) currentScore += EXIT_SAFEZONE_PENALTY ; if ( ( ( location % 100 ) <= 13 ) && ( ( location % 100 ) != 0 ) ) { if ( ( location % 100 ) == 1 ) location += 11 ; else location -= 2 ; for ( int k = 0 ; k < 7 ; k ++ ) { if ( map . containsKey ( location ) ) { int color = ( map . get ( location ) ) % 10 ; int count = ( map . get ( location ) ) // 10 ; if ( color != turn ) currentScore -= ( ESCAPE_REWARD * count ) * k ; } if ( ( location % 100 ) == 4 ) currentScore -= ESCAPE_REWARD * ( k - 1 ) ; location = game . nextLocation ( location , i ) ; } } } if ( currentScore > bestScore ) { bestScore = currentScore ; bestIndex = i ; } } } System . out . println ( ( "Best<seq2seq4repair_space>score<seq2seq4repair_space>is<seq2seq4repair_space>" + ( Integer . toString ( bestScore ) ) ) ) ; game . move ( this , bestIndex ) ; game . endTurn ( this ) ; return true ; } public int nextLocation ( int currentLocation , int pieceID ) { } public int nextPlayer ( int currentPlayerID ) { } public int getDice ( ) { } public int getTurn ( ) { } public int [ ] getPieces ( ) { } public boolean [ ] getPlayers ( ) { } No newline ; at end ; of file ; }

Fix:
public boolean endTurn ( ActionHandler game ) {